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Knowledge · Research paper

How Immersion, Presence, Emotion, & Workload Differ in Virtual Reality and Traditional Game Mediums

By Heather Lum, Richard Greatbatch, Grace Waldfogle, Jacob D. Benedict

This study assesses the differences in emotion, immersion, and presence between virtual reality and traditional gaming experiences. It explores how these factors influence perceived workload and emotional responses, aiming to provide statistical support for the immersive qualities of virtual reality, with implications for military training and consumer applications.

Published
2018Where it sits among everything in the Knowledge Bank, by year
Authors
Heather Lum, Richard Greatbatch, Grace Waldfogle, Jacob D. Benedict

Abstract

About the paper

The gaming experience is a critical component in the development and evolution of games. This study aims to assess the differences between virtual reality and a more traditional gaming experience in levels of emotion, immersion, and presence. We know that virtual reality is changing the way that people play games, but the extent to which virtual reality creates a more immersive and more present environment is still largely debated. Most of us can feel a difference but where does it lie? Similarly, if we are indeed more immersed and present, does that impact our perceived workload and how we feel about the task? These questions are examined in more detail in this paper. Results of this study may help give statistical support to various factors that are related to the virtual reality experience. These findings may extrapolate to a larger context for training simulations for military applications as well as consumer domains.

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